/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h
Container for a physics representation of an object
struct FBodyInstance : public [FBodyInstanceCore](API\Runtime\PhysicsCore\FBodyInstanceCore)
FPhysicsActorHa...
ActorHandle
Internal physics representation of our body instance.
float
AngularDamping
'Drag' force added to reduce angular movement
uint8:  1
bContactModification
Enable contact modification.
uint8:  1
bHACK_DisableCollisionResponse
: These are ONLY used when the 'p.EnableDynamicPerBodyFilterHacks' CVar is set (disabled by default).
uint8:  1
bHACK_DisableSkelComponentFilterOverriding
Bydefault, an owning skel mesh component will override the body's collision filter.
uint8:  1
bIgnoreAnalyticCollisions
If true ignore analytic collisions and treat objects as a general implicit surface
uint8:  1
bInertiaConditioning
Enable automatic inertia conditioning to stabilize constraints.
uint8:  1
bInterpolateWhenSubStepping
Internal flag to allow us to quickly check whether we should interpolate when substepping e.g. kinematic bodies that are QueryOnly do not need to interpolate as we will not be querying them at a sub-position.
uint8:  1
bLockRotation
[Physx Only] When a Locked Axis Mode is selected, will lock rotation to the specified axis
uint8:  1
bLockTranslation
[Physx Only] When a Locked Axis Mode is selected, will lock translation on the specified axis
uint8:  1
bLockXRotation
[Physx Only] Lock rotation about the X-axis
uint8:  1
bLockXTranslation
[Physx Only] Lock translation along the X-axis
uint8:  1
bLockYRotation
[Physx Only] Lock rotation about the Y-axis
uint8:  1
bLockYTranslation
[Physx Only] Lock translation along the Y-axis
uint8:  1
bLockZRotation
[Physx Only] Lock rotation about the Z-axis
uint8:  1
bLockZTranslation
[Physx Only] Lock translation along the Z-axis
uint8:  1
bNotifyRigidBodyCollision
Should 'Hit' events fire when this object collides during physics simulation.
uint8:  1
bOverrideMaxAngularVelocity
Override the default max angular velocity
uint8:  1
bOverrideMaxDepenetrationVelocity
[PhysX Only] Whether this body instance has its own custom MaxDepenetrationVelocity
uint8:  1
bOverrideWalkableSlopeOnInstance
Whether this instance of the object has its own custom walkable slope override setting.
uint8:  1
bPendingCollisionProfileSetup
Whether we are pending a collision profile setup
uint8:  1
bSmoothEdgeCollisions
Remove unnecessary edge collisions to allow smooth sliding over surfaces composed of multiple actors/components.
uint8:  1
bUseCCD
If true Continuous Collision Detection (CCD) will be used for this component
FVector
COMNudge
User specified offset for the center of mass of this object, from the calculated location
BodyInstanceSce...
CurrentSceneState
Current state of the physics body for tracking deferred addition and removal.
FVector
CustomDOFPlaneNormal
Locks physical movement along a custom plane for a given normal.
float
CustomSleepThresholdMultiplier
If the SleepFamily is set to custom, multiply the natural sleep threshold by this amount.
FConstraintInst...
DOFConstraint
[Physx Only] Constraint used to allow for easy DOF setup per bodyinstance
TEnumAsByte<ED...
DOFMode
[Physx Only] Locks physical movement along specified axis.
TWeakObjectPtr<...
ExternalCollisionProfileBodySetup
The body setup holding the default body instance and its collision profile.
FVector
InertiaTensorScale
Per-instance scaling of inertia (bigger number means it'll be harder to rotate)
int32
InstanceBodyIndex
Indexof this BodyInstance within the SkeletalMeshComponent/PhysicsAsset.
int16
InstanceBoneIndex
When we are a body within a SkeletalMeshComponent, we cache the index of the bone we represent, to speed up sync'ing physics to anim.
float
LinearDamping
'Drag' force added to reduce linear movement
float
MassInKgOverride
Mass of the body in KG.
float
MassScale
Per-instance scaling of mass
float
MaxAngularVelocity
The maximum angular velocity for this instance [degrees/s]
float
MaxDepenetrationVelocity
[PhysX Only] The maximum velocity used to depenetrate this object
TWeakObjectPtr<...
OwnerComponent
PrimitiveComponent containing this body.
float
PhysicsBlendWeight
Influence of rigid body physics (blending) on the mesh's pose (0.0 == use only animation, 1.0 == use only physics) Provide appropriate interface for doing this instead of allowing BlueprintReadWrite
FPhysicsUserDat...
PhysicsUserData
#PHYS2 Rename, not just for physx now.
TObjectPtr< cla...
PhysMaterialOverride
Allows you to override the PhysicalMaterial to use for simple collision on this body.
uint8
PositionSolverIterationCount
[PhysX Only] This physics body's solver iteration count for position.
FVector
Scale3D
Current scale of physics - used to know when and how physics must be rescaled to match current transform of OwnerComponent.
ESleepFamily
SleepFamily
The set of values used in considering when put this body to sleep.
float
StabilizationThresholdMultiplier
Stabilization factor for this body if Physics stabilization is enabled.
uint8
VelocitySolverIterationCount
[PhysX Only] This physics body's solver iteration count for velocity.
FWalkableSlopeO...
WalkableSlopeOverride
Custom walkable slope override setting for this instance.
FBodyInstance&...
WeldParent
The parent body that we are welded to